May contain nuts.

If you liked either game give them a little vote please, as we don't want to come last. You can vote every day, but don't bother as that's really just fucking mental and we still won't win.

Cheers,

Squize.

PS. Also check out "American Racing", "Hanna in a Choppa 2", "Super Villainy" and "Sushi Cat 2" all in the Action section and all by friends of ours. All excellent games and the links are right there to play them.

The lovely Armor and Mousebreaker are both hosting Outpost:Haven now, and we'd like to thank both Dan and Alan for making the process so easy.

We'd also like to thank everyone whose taken the time to play, vote and review the game ( Plus all the pm's and emails about it ). The feedback is going to be invaluable for O2, not to mention Outpost:Swarm ( But more on that soon ).

Short and sweet.

Squize.

PS. 49,004,030 ? That's how many aliens you guys have killed so far, that's more than every person in Spain killing one each.

I'd just like to thank Lux for all the hard work he put into this, Matt for the stunning music and the vast number of people who helped shape the game with their constant support and feedback, for which I'll always be grateful.

One thing we found with Outpost:Haven ( I've got to start using its new full name so I get used to it ) that having the players footsteps generated a lot of atmosphere.Early in the game we thought it was key that there was only really sound effects as it helps create tension, you know something bad is coming, but there's no real indication of when. By stressing every little noise, including the player themselves, it helps draw that suspense out.

How we did it was really straight forward and really not costly in terms of CPU time.

So that's the actual map as it's laid out in Flash ( Minus the more ugly things you don't need to see, like collision maps and objects ).

We also have another footmap movieclip which looks like this,

Just simple colour coded floors ( The walls are just there for illustration ). When creating a level that mc is copied into a scaled down bitmap, where 32 pixels in real life equals 1 pixel in our new footmap bitmap.

Then as the player takes a certain number of steps ( From memory it's the equivalent of a tile, so every time you walk 32px ) the game uses a getPixel(playerXpos,playerYPos) to read the pixel colour of the footmap beneath him. From there we pass that to the SoundHandler class which plays one of the different foot step sounds we have ( The green is a normal step, the blue is a metal grill type step etc. ).To flesh the illusion out we actually have four types of footstep sample for each floor surface type.

Give it a try in your own game, it adds so much and is as simple to do as this.